// MIT License

// Copyright (c) 2019 Erin Catto

// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:

// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.

// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.

#ifndef B2_DRAW_H
#define B2_DRAW_H

#include "b2_api.h"
#include "b2_math.h"
#include "b2_particle.h"

/// Color for debug drawing. Each value has the range [0,1].
struct B2_API b2Color
{
  b2Color() {}
  b2Color(float rIn, float gIn, float bIn, float aIn = 1.0f)
  {
    r = rIn; g = gIn; b = bIn; a = aIn;
  }

  void Set(float rIn, float gIn, float bIn, float aIn = 1.0f)
  {
    r = rIn; g = gIn; b = bIn; a = aIn;
  }

  float r, g, b, a;
};

/// Implement and register this class with a b2World to provide debug drawing of physics
/// entities in your game.
class B2_API b2Draw
{
public:
  b2Draw();

  virtual ~b2Draw() {}

  enum
  {
    e_shapeBit				= 0x0001,	///< draw shapes
    e_jointBit				= 0x0002,	///< draw joint connections
    e_aabbBit				= 0x0004,	///< draw axis aligned bounding boxes
    e_pairBit				= 0x0008,	///< draw broad-phase pairs
    e_centerOfMassBit		= 0x0010,	///< draw center of mass frame
    e_particleBit				= 0x0020  ///< draw particles
  };

  /// Set the drawing flags.
  void SetFlags(uint32 flags);

  /// Get the drawing flags.
  uint32 GetFlags() const;

  /// Append flags to the current flags.
  void AppendFlags(uint32 flags);

  /// Clear flags from the current flags.
  void ClearFlags(uint32 flags);

  /// Draw a closed polygon provided in CCW order.
  virtual void DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0;

  /// Draw a solid closed polygon provided in CCW order.
  virtual void DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0;

  /// Draw a circle.
  virtual void DrawCircle(const b2Vec2& center, float radius, const b2Color& color) = 0;

  /// Draw a solid circle.
  virtual void DrawSolidCircle(const b2Vec2& center, float radius, const b2Vec2& axis, const b2Color& color) = 0;
  
  /// Draw a particle array
  virtual void DrawParticles(const b2Vec2 *centers, float32 radius, const b2ParticleColor *colors, int32 count) = 0;

  /// Draw a line segment.
  virtual void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) = 0;

  /// Draw a transform. Choose your own length scale.
  /// @param xf a transform.
  virtual void DrawTransform(const b2Transform& xf) = 0;

  /// Draw a point.
  virtual void DrawPoint(const b2Vec2& p, float size, const b2Color& color) = 0;

protected:
  uint32 m_drawFlags;
};

#endif
